/*
 * $Id: DocumentImporter.cpp 35897 2011-03-30 10:51:01Z jesterking $
 *
 * ***** BEGIN GPL LICENSE BLOCK *****
 *
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * as published by the Free Software Foundation; either version 2
 * of the License, or (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software Foundation,
 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 *
 * Contributor(s): Chingiz Dyussenov, Arystanbek Dyussenov, Nathan Letwory.
 *
 * ***** END GPL LICENSE BLOCK *****
 */

/** \file blender/collada/DocumentImporter.cpp
 *  \ingroup collada
 */

// TODO:
// * name imported objects
// * import object rotation as euler

#include <string>
#include <map>
#include <algorithm> // sort()

#include "COLLADAFWRoot.h"
#include "COLLADAFWStableHeaders.h"
#include "COLLADAFWColorOrTexture.h"
#include "COLLADAFWIndexList.h"
#include "COLLADAFWMeshPrimitiveWithFaceVertexCount.h"
#include "COLLADAFWPolygons.h"
#include "COLLADAFWSampler.h"
#include "COLLADAFWTypes.h"
#include "COLLADAFWVisualScene.h"
#include "COLLADAFWArrayPrimitiveType.h"
#include "COLLADAFWLibraryNodes.h"
#include "COLLADAFWCamera.h"
#include "COLLADAFWLight.h"

#include "COLLADASaxFWLLoader.h"
#include "COLLADASaxFWLIExtraDataCallbackHandler.h"

#include "BLI_listbase.h"
#include "BLI_math.h"
#include "BLI_string.h"
#include "BLI_utildefines.h"

#include "BKE_main.h"
#include "BKE_library.h"
#include "BKE_texture.h"
#include "BKE_fcurve.h"
#include "BKE_depsgraph.h"
#include "BLI_path_util.h"
#include "BKE_scene.h"
#include "BKE_global.h"
#include "BKE_material.h"
#include "BKE_utildefines.h"
#include "BKE_image.h"

#include "DNA_camera_types.h"
#include "DNA_lamp_types.h"

#include "RNA_access.h"

#include "MEM_guardedalloc.h"

#include "ExtraHandler.h"
#include "DocumentImporter.h"
#include "TransformReader.h"

#include "collada_internal.h"
#include "collada_utils.h"


/*
  COLLADA Importer limitations:
  - no multiple scene import, all objects are added to active scene
 */

// #define COLLADA_DEBUG
// creates empties for each imported bone on layer 2, for debugging
// #define ARMATURE_TEST

DocumentImporter::DocumentImporter(bContext *C, const char *filename) :
	mImportStage(General),
	mFilename(filename),
	mContext(C),
	armature_importer(&unit_converter, &mesh_importer, &anim_importer, CTX_data_scene(C)),
	mesh_importer(&unit_converter, &armature_importer, CTX_data_scene(C)),
	anim_importer(&unit_converter, &armature_importer, CTX_data_scene(C))
{}

DocumentImporter::~DocumentImporter()
{
	TagsMap::iterator etit;
	etit = uid_tags_map.begin();
	while(etit!=uid_tags_map.end()) {
		delete etit->second;
		etit++;
	}
}

bool DocumentImporter::import()
{
	/** TODO Add error handler (implement COLLADASaxFWL::IErrorHandler */
	COLLADASaxFWL::Loader loader;
	COLLADAFW::Root root(&loader, this);
	ExtraHandler *ehandler = new ExtraHandler(this);
	
	loader.registerExtraDataCallbackHandler(ehandler);
	

	if (!root.loadDocument(mFilename))
		return false;
	
	/** TODO set up scene graph and such here */
	
	mImportStage = Controller;
	
	COLLADASaxFWL::Loader loader2;
	COLLADAFW::Root root2(&loader2, this);
	
	if (!root2.loadDocument(mFilename))
		return false;
	
	
	delete ehandler;

	return true;
}

void DocumentImporter::cancel(const COLLADAFW::String& errorMessage)
{
	// TODO: if possible show error info
	//
	// Should we get rid of invisible Meshes that were created so far
	// or maybe create objects at coordinate space origin?
	//
	// The latter sounds better.
}

void DocumentImporter::start(){}

void DocumentImporter::finish()
{
	if(mImportStage!=General)
		return;
		
	/** TODO Break up and put into 2-pass parsing of DAE */
	std::vector<const COLLADAFW::VisualScene*>::iterator it;
	for (it = vscenes.begin(); it != vscenes.end(); it++) {
		PointerRNA sceneptr, unit_settings;
		PropertyRNA *system, *scale;
		// TODO: create a new scene except the selected <visual_scene> - use current blender scene for it
		Scene *sce = CTX_data_scene(mContext);
		
		// for scene unit settings: system, scale_length
		RNA_id_pointer_create(&sce->id, &sceneptr);
		unit_settings = RNA_pointer_get(&sceneptr, "unit_settings");
		system = RNA_struct_find_property(&unit_settings, "system");
		scale = RNA_struct_find_property(&unit_settings, "scale_length");
		
		switch(unit_converter.isMetricSystem()) {
			case UnitConverter::Metric:
				RNA_property_enum_set(&unit_settings, system, USER_UNIT_METRIC);
				break;
			case UnitConverter::Imperial:
				RNA_property_enum_set(&unit_settings, system, USER_UNIT_IMPERIAL);
				break;
			default:
				RNA_property_enum_set(&unit_settings, system, USER_UNIT_NONE);
				break;
		}
		RNA_property_float_set(&unit_settings, scale, unit_converter.getLinearMeter());
		
		const COLLADAFW::NodePointerArray& roots = (*it)->getRootNodes();

		for (unsigned int i = 0; i < roots.getCount(); i++) {
			write_node(roots[i], NULL, sce, NULL, false);
		}
	}

	armature_importer.make_armatures(mContext);

#if 0
	armature_importer.fix_animation();
#endif

	for (std::vector<const COLLADAFW::VisualScene*>::iterator it = vscenes.begin(); it != vscenes.end(); it++) {
		const COLLADAFW::NodePointerArray& roots = (*it)->getRootNodes();

		for (unsigned int i = 0; i < roots.getCount(); i++)
			translate_anim_recursive(roots[i],NULL,NULL);
	}

	if (libnode_ob.size()) {
		Scene *sce = CTX_data_scene(mContext);

		fprintf(stderr, "got %d library nodes to free\n", (int)libnode_ob.size());
		// free all library_nodes
		std::vector<Object*>::iterator it;
		for (it = libnode_ob.begin(); it != libnode_ob.end(); it++) {
			Object *ob = *it;

			Base *base = object_in_scene(ob, sce);
			if (base) {
				BLI_remlink(&sce->base, base);
				free_libblock_us(&G.main->object, base->object);
				if (sce->basact==base)
					sce->basact= NULL;
				MEM_freeN(base);
			}
		}
		libnode_ob.clear();

		DAG_scene_sort(CTX_data_main(mContext), sce);
		DAG_ids_flush_update(CTX_data_main(mContext), 0);
	}
}


void DocumentImporter::translate_anim_recursive(COLLADAFW::Node *node, COLLADAFW::Node *par = NULL, Object *parob = NULL)
{
	if (par && par->getType() == COLLADAFW::Node::JOINT) {
		// par is root if there's no corresp. key in root_map
		if (root_map.find(par->getUniqueId()) == root_map.end())
			root_map[node->getUniqueId()] = par;
		else
			root_map[node->getUniqueId()] = root_map[par->getUniqueId()];
	}

	COLLADAFW::Transformation::TransformationType types[] = {
		COLLADAFW::Transformation::ROTATE,
		COLLADAFW::Transformation::SCALE,
		COLLADAFW::Transformation::TRANSLATE,
		COLLADAFW::Transformation::MATRIX
	};

	unsigned int i;
	Object *ob;

	for (i = 0; i < 4; i++)
		ob = anim_importer.translate_animation(node, object_map, root_map, types[i]);

	COLLADAFW::NodePointerArray &children = node->getChildNodes();
	for (i = 0; i < children.getCount(); i++) {
		translate_anim_recursive(children[i], node, ob);
	}
}

/** When this method is called, the writer must write the global document asset.
	@return The writer should return true, if writing succeeded, false otherwise.*/
bool DocumentImporter::writeGlobalAsset ( const COLLADAFW::FileInfo* asset ) 
{
	unit_converter.read_asset(asset);

	return true;
}

/** When this method is called, the writer must write the scene.
	@return The writer should return true, if writing succeeded, false otherwise.*/
bool DocumentImporter::writeScene ( const COLLADAFW::Scene* scene ) 
{
	// XXX could store the scene id, but do nothing for now
	return true;
}
Object* DocumentImporter::create_camera_object(COLLADAFW::InstanceCamera *camera, Scene *sce)
{
	const COLLADAFW::UniqueId& cam_uid = camera->getInstanciatedObjectId();
	if (uid_camera_map.find(cam_uid) == uid_camera_map.end()) {	
		fprintf(stderr, "Couldn't find camera by UID.\n");
		return NULL;
	}
	Object *ob = add_object(sce, OB_CAMERA);
	Camera *cam = uid_camera_map[cam_uid];
	Camera *old_cam = (Camera*)ob->data;
	ob->data = cam;
	old_cam->id.us--;
	if (old_cam->id.us == 0)
		free_libblock(&G.main->camera, old_cam);
	return ob;
}

Object* DocumentImporter::create_lamp_object(COLLADAFW::InstanceLight *lamp, Scene *sce)
{
	const COLLADAFW::UniqueId& lamp_uid = lamp->getInstanciatedObjectId();
	if (uid_lamp_map.find(lamp_uid) == uid_lamp_map.end()) {	
		fprintf(stderr, "Couldn't find lamp by UID. \n");
		return NULL;
	}
	Object *ob = add_object(sce, OB_LAMP);
	Lamp *la = uid_lamp_map[lamp_uid];
	Lamp *old_lamp = (Lamp*)ob->data;
	ob->data = la;
	old_lamp->id.us--;
	if (old_lamp->id.us == 0)
		free_libblock(&G.main->lamp, old_lamp);
	return ob;
}

Object* DocumentImporter::create_instance_node(Object *source_ob, COLLADAFW::Node *source_node, COLLADAFW::Node *instance_node, Scene *sce, bool is_library_node)
{
	Object *obn = copy_object(source_ob);
	obn->recalc |= OB_RECALC_OB|OB_RECALC_DATA|OB_RECALC_TIME;
	scene_add_base(sce, obn);

	if (instance_node) {
		anim_importer.read_node_transform(instance_node, obn);
		// if we also have a source_node (always ;), take its
		// transformation matrix and apply it to the newly instantiated
		// object to account for node hierarchy transforms in
		// .dae
		if(source_node) {
			COLLADABU::Math::Matrix4 mat4 = source_node->getTransformationMatrix();
			COLLADABU::Math::Matrix4 bmat4 = mat4.transpose(); // transpose to get blender row-major order
			float mat[4][4];
			for (int i = 0; i < 4; i++) {
				for (int j = 0; j < 4; j++) {
					mat[i][j] = bmat4[i][j];
				}
			}
			// calc new matrix and apply
			mul_m4_m4m4(obn->obmat, mat, obn->obmat);
			object_apply_mat4(obn, obn->obmat, 0, 0);
		}
	}
	else {
		anim_importer.read_node_transform(source_node, obn);
	}

	DAG_scene_sort(CTX_data_main(mContext), sce);
	DAG_ids_flush_update(CTX_data_main(mContext), 0);

	COLLADAFW::NodePointerArray &children = source_node->getChildNodes();
	if (children.getCount()) {
		for (unsigned int i = 0; i < children.getCount(); i++) {
			COLLADAFW::Node *child_node = children[i];
			const COLLADAFW::UniqueId& child_id = child_node->getUniqueId();
			if (object_map.find(child_id) == object_map.end())
				continue;
			COLLADAFW::InstanceNodePointerArray &inodes = child_node->getInstanceNodes();
			Object *new_child = NULL;
			if (inodes.getCount()) { // \todo loop through instance nodes
				const COLLADAFW::UniqueId& id = inodes[0]->getInstanciatedObjectId();
				new_child = create_instance_node(object_map[id], node_map[id], child_node, sce, is_library_node);
			}
			else {
				new_child = create_instance_node(object_map[child_id], child_node, NULL, sce, is_library_node);
			}
			bc_set_parent(new_child, obn, mContext, true);

			if (is_library_node)
				libnode_ob.push_back(new_child);
		}
	}

	// when we have an instance_node, don't return the object, because otherwise
	// its correct location gets overwritten in write_node(). Fixes bug #26012.
	if(instance_node) return NULL;
	else return obn;
}

void DocumentImporter::write_node (COLLADAFW::Node *node, COLLADAFW::Node *parent_node, Scene *sce, Object *par, bool is_library_node)
{
	Object *ob = NULL;
	bool is_joint = node->getType() == COLLADAFW::Node::JOINT;

	if (is_joint) {
		armature_importer.add_joint(node, parent_node == NULL || parent_node->getType() != COLLADAFW::Node::JOINT, par);
	}
	else {
		COLLADAFW::InstanceGeometryPointerArray &geom = node->getInstanceGeometries();
		COLLADAFW::InstanceCameraPointerArray &camera = node->getInstanceCameras();
		COLLADAFW::InstanceLightPointerArray &lamp = node->getInstanceLights();
		COLLADAFW::InstanceControllerPointerArray &controller = node->getInstanceControllers();
		COLLADAFW::InstanceNodePointerArray &inst_node = node->getInstanceNodes();
		int geom_done = 0;
		int camera_done = 0;
		int lamp_done = 0;
		int controller_done = 0;
		int inst_done = 0;

		// XXX linking object with the first <instance_geometry>, though a node may have more of them...
		// maybe join multiple <instance_...> meshes into 1, and link object with it? not sure...
		// <instance_geometry>
		while (geom_done < geom.getCount()) {
			ob = mesh_importer.create_mesh_object(node, geom[geom_done], false, uid_material_map,
												  material_texture_mapping_map);
			++geom_done;
		}
		while (camera_done < camera.getCount()) {
			ob = create_camera_object(camera[camera_done], sce);
			++camera_done;
		}
		while (lamp_done < lamp.getCount()) {
			ob = create_lamp_object(lamp[lamp_done], sce);
			++lamp_done;
		}
		while (controller_done < controller.getCount()) {
			COLLADAFW::InstanceGeometry *geom = (COLLADAFW::InstanceGeometry*)controller[controller_done];
			ob = mesh_importer.create_mesh_object(node, geom, true, uid_material_map, material_texture_mapping_map);
			++controller_done;
		}
		// XXX instance_node is not supported yet
		while (inst_done < inst_node.getCount()) {
			const COLLADAFW::UniqueId& node_id = inst_node[inst_done]->getInstanciatedObjectId();
			if (object_map.find(node_id) == object_map.end()) {
				fprintf(stderr, "Cannot find node to instanciate.\n");
				ob = NULL;
			}
			else {
				Object *source_ob = object_map[node_id];
				COLLADAFW::Node *source_node = node_map[node_id];

				ob = create_instance_node(source_ob, source_node, node, sce, is_library_node);
			}
			++inst_done;
		}
		// if node is empty - create empty object
		// XXX empty node may not mean it is empty object, not sure about this
		if ( (geom_done + camera_done + lamp_done + controller_done + inst_done) < 1) {
			ob = add_object(sce, OB_EMPTY);
		}
		
		// check if object is not NULL
		if (!ob) return;
		
		rename_id(&ob->id, (char*)node->getOriginalId().c_str());

		object_map[node->getUniqueId()] = ob;
		node_map[node->getUniqueId()] = node;

		if (is_library_node)
			libnode_ob.push_back(ob);
	}

	anim_importer.read_node_transform(node, ob); // overwrites location set earlier

	if (!is_joint) {
		// if par was given make this object child of the previous 
		if (par && ob)
			bc_set_parent(ob, par, mContext);
	}

	// if node has child nodes write them
	COLLADAFW::NodePointerArray &child_nodes = node->getChildNodes();
	for (unsigned int i = 0; i < child_nodes.getCount(); i++) {	
		write_node(child_nodes[i], node, sce, ob, is_library_node);
	}
}

/** When this method is called, the writer must write the entire visual scene.
	@return The writer should return true, if writing succeeded, false otherwise.*/
bool DocumentImporter::writeVisualScene ( const COLLADAFW::VisualScene* visualScene ) 
{
	if(mImportStage!=General)
		return true;
		
	// this method called on post process after writeGeometry, writeMaterial, etc.

	// for each <node> in <visual_scene>:
	// create an Object
	// if Mesh (previously created in writeGeometry) to which <node> corresponds exists, link Object with that mesh

	// update: since we cannot link a Mesh with Object in
	// writeGeometry because <geometry> does not reference <node>,
	// we link Objects with Meshes here

	vscenes.push_back(visualScene);
	
	return true;
}

/** When this method is called, the writer must handle all nodes contained in the 
	library nodes.
	@return The writer should return true, if writing succeeded, false otherwise.*/
bool DocumentImporter::writeLibraryNodes ( const COLLADAFW::LibraryNodes* libraryNodes ) 
{
	if(mImportStage!=General)
		return true;
		
	Scene *sce = CTX_data_scene(mContext);

	const COLLADAFW::NodePointerArray& nodes = libraryNodes->getNodes();

	for (unsigned int i = 0; i < nodes.getCount(); i++) {
		write_node(nodes[i], NULL, sce, NULL, true);
	}

	return true;
}

/** When this method is called, the writer must write the geometry.
	@return The writer should return true, if writing succeeded, false otherwise.*/
bool DocumentImporter::writeGeometry ( const COLLADAFW::Geometry* geom ) 
{
	if(mImportStage!=General)
		return true;
		
	return mesh_importer.write_geometry(geom);
}

/** When this method is called, the writer must write the material.
	@return The writer should return true, if writing succeeded, false otherwise.*/
bool DocumentImporter::writeMaterial( const COLLADAFW::Material* cmat ) 
{
	if(mImportStage!=General)
		return true;
		
	const std::string& str_mat_id = cmat->getOriginalId();
	Material *ma = add_material((char*)str_mat_id.c_str());
	
	this->uid_effect_map[cmat->getInstantiatedEffect()] = ma;
	this->uid_material_map[cmat->getUniqueId()] = ma;
	
	return true;
}

// create mtex, create texture, set texture image
MTex* DocumentImporter::create_texture(COLLADAFW::EffectCommon *ef, COLLADAFW::Texture &ctex, Material *ma,
					 int i, TexIndexTextureArrayMap &texindex_texarray_map)
{
	COLLADAFW::SamplerPointerArray& samp_array = ef->getSamplerPointerArray();
	COLLADAFW::Sampler *sampler = samp_array[ctex.getSamplerId()];
		
	const COLLADAFW::UniqueId& ima_uid = sampler->getSourceImage();
	
	if (uid_image_map.find(ima_uid) == uid_image_map.end()) {
		fprintf(stderr, "Couldn't find an image by UID.\n");
		return NULL;
	}
	
	ma->mtex[i] = add_mtex();
	ma->mtex[i]->texco = TEXCO_UV;
	ma->mtex[i]->tex = add_texture("Texture");
	ma->mtex[i]->tex->type = TEX_IMAGE;
	ma->mtex[i]->tex->imaflag &= ~TEX_USEALPHA;
	ma->mtex[i]->tex->ima = uid_image_map[ima_uid];
	
	texindex_texarray_map[ctex.getTextureMapId()].push_back(ma->mtex[i]);
	
	return ma->mtex[i];
}

void DocumentImporter::write_profile_COMMON(COLLADAFW::EffectCommon *ef, Material *ma)
{
	COLLADAFW::EffectCommon::ShaderType shader = ef->getShaderType();
	
	// blinn
	if (shader == COLLADAFW::EffectCommon::SHADER_BLINN) {
		ma->spec_shader = MA_SPEC_BLINN;
		ma->spec = ef->getShininess().getFloatValue();
	}
	// phong
	else if (shader == COLLADAFW::EffectCommon::SHADER_PHONG) {
		ma->spec_shader = MA_SPEC_PHONG;
		ma->har = ef->getShininess().getFloatValue();
	}
	// lambert
	else if (shader == COLLADAFW::EffectCommon::SHADER_LAMBERT) {
		ma->diff_shader = MA_DIFF_LAMBERT;
	}
	// default - lambert
	else {
		ma->diff_shader = MA_DIFF_LAMBERT;
		fprintf(stderr, "Current shader type is not supported, default to lambert.\n");
	}
	// reflectivity
	ma->ray_mirror = ef->getReflectivity().getFloatValue();
	// index of refraction
	ma->ang = ef->getIndexOfRefraction().getFloatValue();
	
	int i = 0;
	COLLADAFW::Color col;
	MTex *mtex = NULL;
	TexIndexTextureArrayMap texindex_texarray_map;
	
	// DIFFUSE
	// color
	if (ef->getDiffuse().isColor()) {
		col = ef->getDiffuse().getColor();
		ma->r = col.getRed();
		ma->g = col.getGreen();
		ma->b = col.getBlue();
	}
	// texture
	else if (ef->getDiffuse().isTexture()) {
		COLLADAFW::Texture ctex = ef->getDiffuse().getTexture(); 
		mtex = create_texture(ef, ctex, ma, i, texindex_texarray_map);
		if (mtex != NULL) {
			mtex->mapto = MAP_COL;
			ma->texact = (int)i;
			i++;
		}
	}
	// AMBIENT
	// color
	if (ef->getAmbient().isColor()) {
		col = ef->getAmbient().getColor();
		ma->ambr = col.getRed();
		ma->ambg = col.getGreen();
		ma->ambb = col.getBlue();
	}
	// texture
	else if (ef->getAmbient().isTexture()) {
		COLLADAFW::Texture ctex = ef->getAmbient().getTexture(); 
		mtex = create_texture(ef, ctex, ma, i, texindex_texarray_map);
		if (mtex != NULL) {
			mtex->mapto = MAP_AMB; 
			i++;
		}
	}
	// SPECULAR
	// color
	if (ef->getSpecular().isColor()) {
		col = ef->getSpecular().getColor();
		ma->specr = col.getRed();
		ma->specg = col.getGreen();
		ma->specb = col.getBlue();
	}
	// texture
	else if (ef->getSpecular().isTexture()) {
		COLLADAFW::Texture ctex = ef->getSpecular().getTexture(); 
		mtex = create_texture(ef, ctex, ma, i, texindex_texarray_map);
		if (mtex != NULL) {
			mtex->mapto = MAP_SPEC; 
			i++;
		}
	}
	// REFLECTIVE
	// color
	if (ef->getReflective().isColor()) {
		col = ef->getReflective().getColor();
		ma->mirr = col.getRed();
		ma->mirg = col.getGreen();
		ma->mirb = col.getBlue();
	}
	// texture
	else if (ef->getReflective().isTexture()) {
		COLLADAFW::Texture ctex = ef->getReflective().getTexture(); 
		mtex = create_texture(ef, ctex, ma, i, texindex_texarray_map);
		if (mtex != NULL) {
			mtex->mapto = MAP_REF; 
			i++;
		}
	}
	// EMISSION
	// color
	if (ef->getEmission().isColor()) {
		// XXX there is no emission color in blender
		// but I am not sure
	}
	// texture
	else if (ef->getEmission().isTexture()) {
		COLLADAFW::Texture ctex = ef->getEmission().getTexture(); 
		mtex = create_texture(ef, ctex, ma, i, texindex_texarray_map);
		if (mtex != NULL) {
			mtex->mapto = MAP_EMIT; 
			i++;
		}
	}
	// TRANSPARENT
	// color
// 	if (ef->getOpacity().isColor()) {
// 			// XXX don't know what to do here
// 		}
// 		// texture
// 		else if (ef->getOpacity().isTexture()) {
// 			ctex = ef->getOpacity().getTexture();
// 			if (mtex != NULL) mtex->mapto &= MAP_ALPHA;
// 			else {
// 				mtex = create_texture(ef, ctex, ma, i, texindex_texarray_map);
// 				if (mtex != NULL) mtex->mapto = MAP_ALPHA;
// 			}
// 		}
	material_texture_mapping_map[ma] = texindex_texarray_map;
}

/** When this method is called, the writer must write the effect.
	@return The writer should return true, if writing succeeded, false otherwise.*/

bool DocumentImporter::writeEffect( const COLLADAFW::Effect* effect ) 
{
	if(mImportStage!=General)
		return true;
	
	const COLLADAFW::UniqueId& uid = effect->getUniqueId();
	if (uid_effect_map.find(uid) == uid_effect_map.end()) {
		fprintf(stderr, "Couldn't find a material by UID.\n");
		return true;
	}
	
	Material *ma = uid_effect_map[uid];
	
	COLLADAFW::CommonEffectPointerArray common_efs = effect->getCommonEffects();
	if (common_efs.getCount() < 1) {
		fprintf(stderr, "Couldn't find <profile_COMMON>.\n");
		return true;
	}
	// XXX TODO: Take all <profile_common>s
	// Currently only first <profile_common> is supported
	COLLADAFW::EffectCommon *ef = common_efs[0];
	write_profile_COMMON(ef, ma);
	
	return true;
}


/** When this method is called, the writer must write the camera.
	@return The writer should return true, if writing succeeded, false otherwise.*/
bool DocumentImporter::writeCamera( const COLLADAFW::Camera* camera ) 
{
	if(mImportStage!=General)
		return true;
		
	Camera *cam = NULL;
	std::string cam_id, cam_name;
	
	cam_id = camera->getOriginalId();
	cam_name = camera->getName();
	if (cam_name.size()) cam = (Camera*)add_camera((char*)cam_name.c_str());
	else cam = (Camera*)add_camera((char*)cam_id.c_str());
	
	if (!cam) {
		fprintf(stderr, "Cannot create camera. \n");
		return true;
	}
	cam->clipsta = camera->getNearClippingPlane().getValue();
	cam->clipend = camera->getFarClippingPlane().getValue();
	
	COLLADAFW::Camera::CameraType type = camera->getCameraType();
	switch(type) {
	case COLLADAFW::Camera::ORTHOGRAPHIC:
		{
			cam->type = CAM_ORTHO;
		}
		break;
	case COLLADAFW::Camera::PERSPECTIVE:
		{
			cam->type = CAM_PERSP;
		}
		break;
	case COLLADAFW::Camera::UNDEFINED_CAMERATYPE:
		{
			fprintf(stderr, "Current camera type is not supported. \n");
			cam->type = CAM_PERSP;
		}
		break;
	}
	
	switch(camera->getDescriptionType()) {
	case COLLADAFW::Camera::ASPECTRATIO_AND_Y:
		{
			switch(cam->type) {
				case CAM_ORTHO:
					{
						double ymag = camera->getYMag().getValue();
						double aspect = camera->getAspectRatio().getValue();
						double xmag = aspect*ymag;
						cam->ortho_scale = (float)xmag;
					}
					break;
				case CAM_PERSP:
				default:
					{
						double yfov = camera->getYFov().getValue();
						double aspect = camera->getAspectRatio().getValue();
						double xfov = aspect*yfov;
						// xfov is in degrees, cam->lens is in millimiters
						cam->lens = angle_to_lens((float)xfov*(M_PI/180.0f));
					}
					break;
			}
		}
		break;
	/* XXX correct way to do following four is probably to get also render
	   size and determine proper settings from that somehow */
	case COLLADAFW::Camera::ASPECTRATIO_AND_X:
	case COLLADAFW::Camera::SINGLE_X:
	case COLLADAFW::Camera::X_AND_Y:
		{
			switch(cam->type) {
				case CAM_ORTHO:
					cam->ortho_scale = (float)camera->getXMag().getValue();
					break;
				case CAM_PERSP:
				default:
					{
						double x = camera->getXFov().getValue();
						// x is in degrees, cam->lens is in millimiters
						cam->lens = angle_to_lens((float)x*(M_PI/180.0f));
					}
					break;
			}
		}
		break;
	case COLLADAFW::Camera::SINGLE_Y:
		{
			switch(cam->type) {
				case CAM_ORTHO:
					cam->ortho_scale = (float)camera->getYMag().getValue();
					break;
				case CAM_PERSP:
				default:
					{
					double yfov = camera->getYFov().getValue();
					// yfov is in degrees, cam->lens is in millimiters
					cam->lens = angle_to_lens((float)yfov*(M_PI/180.0f));
					}
					break;
			}
		}
		break;
	case COLLADAFW::Camera::UNDEFINED:
		// read nothing, use blender defaults.
		break;
	}
	
	this->uid_camera_map[camera->getUniqueId()] = cam;
	// XXX import camera options
	return true;
}

/** When this method is called, the writer must write the image.
	@return The writer should return true, if writing succeeded, false otherwise.*/
bool DocumentImporter::writeImage( const COLLADAFW::Image* image ) 
{
	if(mImportStage!=General)
		return true;
		
	// XXX maybe it is necessary to check if the path is absolute or relative
	const std::string& filepath = image->getImageURI().toNativePath();
	const char *filename = (const char*)mFilename.c_str();
	char dir[FILE_MAX];
	char full_path[FILE_MAX];
	
	BLI_split_dirfile(filename, dir, NULL);
	BLI_join_dirfile(full_path, sizeof(full_path), dir, filepath.c_str());
	Image *ima = BKE_add_image_file(full_path);
	if (!ima) {
		fprintf(stderr, "Cannot create image. \n");
		return true;
	}
	this->uid_image_map[image->getUniqueId()] = ima;
	
	return true;
}

/** When this method is called, the writer must write the light.
	@return The writer should return true, if writing succeeded, false otherwise.*/
bool DocumentImporter::writeLight( const COLLADAFW::Light* light ) 
{
	if(mImportStage!=General)
		return true;

	Lamp *lamp = NULL;
	std::string la_id, la_name;

	TagsMap::iterator etit;
	ExtraTags *et = 0;
	etit = uid_tags_map.find(light->getUniqueId().toAscii());
	if(etit != uid_tags_map.end())
		et = etit->second;

	la_id = light->getOriginalId();
	la_name = light->getName();
	if (la_name.size()) lamp = (Lamp*)add_lamp((char*)la_name.c_str());
	else lamp = (Lamp*)add_lamp((char*)la_id.c_str());

	if (!lamp) {
		fprintf(stderr, "Cannot create lamp. \n");
		return true;
	}

	// if we find an ExtraTags for this, use that instead.
	if(et && et->isProfile("blender")) {
		et->setData("type", &(lamp->type));
		et->setData("flag", &(lamp->flag));
		et->setData("mode", &(lamp->mode));
		et->setData("gamma", &(lamp->k));
		et->setData("red", &(lamp->r));
		et->setData("green", &(lamp->g));
		et->setData("blue", &(lamp->b));
		et->setData("shadow_r", &(lamp->shdwr));
		et->setData("shadow_g", &(lamp->shdwg));
		et->setData("shadow_b", &(lamp->shdwb));
		et->setData("energy", &(lamp->energy));
		et->setData("dist", &(lamp->dist));
		et->setData("spotsize", &(lamp->spotsize));
		et->setData("spotblend", &(lamp->spotblend));
		et->setData("halo_intensity", &(lamp->haint));
		et->setData("att1", &(lamp->att1));
		et->setData("att2", &(lamp->att2));
		et->setData("falloff_type", &(lamp->falloff_type));
		et->setData("clipsta", &(lamp->clipsta));
		et->setData("clipend", &(lamp->clipend));
		et->setData("shadspotsize", &(lamp->shadspotsize));
		et->setData("bias", &(lamp->bias));
		et->setData("soft", &(lamp->soft));
		et->setData("compressthresh", &(lamp->compressthresh));
		et->setData("bufsize", &(lamp->bufsize));
		et->setData("samp", &(lamp->samp));
		et->setData("buffers", &(lamp->buffers));
		et->setData("filtertype", &(lamp->filtertype));
		et->setData("bufflag", &(lamp->bufflag));
		et->setData("buftype", &(lamp->buftype));
		et->setData("ray_samp", &(lamp->ray_samp));
		et->setData("ray_sampy", &(lamp->ray_sampy));
		et->setData("ray_sampz", &(lamp->ray_sampz));
		et->setData("ray_samp_type", &(lamp->ray_samp_type));
		et->setData("area_shape", &(lamp->area_shape));
		et->setData("area_size", &(lamp->area_size));
		et->setData("area_sizey", &(lamp->area_sizey));
		et->setData("area_sizez", &(lamp->area_sizez));
		et->setData("adapt_thresh", &(lamp->adapt_thresh));
		et->setData("ray_samp_method", &(lamp->ray_samp_method));
		et->setData("shadhalostep", &(lamp->shadhalostep));
		et->setData("sun_effect_type", &(lamp->shadhalostep));
		et->setData("skyblendtype", &(lamp->skyblendtype));
		et->setData("horizon_brightness", &(lamp->horizon_brightness));
		et->setData("spread", &(lamp->spread));
		et->setData("sun_brightness", &(lamp->sun_brightness));
		et->setData("sun_size", &(lamp->sun_size));
		et->setData("backscattered_light", &(lamp->backscattered_light));
		et->setData("sun_intensity", &(lamp->sun_intensity));
		et->setData("atm_turbidity", &(lamp->atm_turbidity));
		et->setData("atm_extinction_factor", &(lamp->atm_extinction_factor));
		et->setData("atm_distance_factor", &(lamp->atm_distance_factor));
		et->setData("skyblendfac", &(lamp->skyblendfac));
		et->setData("sky_exposure", &(lamp->sky_exposure));
		et->setData("sky_colorspace", &(lamp->sky_colorspace));
	}
	else {
		float constatt = light->getConstantAttenuation().getValue();
		float linatt = light->getLinearAttenuation().getValue();
		float quadatt = light->getQuadraticAttenuation().getValue();
		float d = 25.0f;
		float att1 = 0.0f;
		float att2 = 0.0f;
		float e = 1.0f;

		if (light->getColor().isValid()) {
			COLLADAFW::Color col = light->getColor();
			lamp->r = col.getRed();
			lamp->g = col.getGreen();
			lamp->b = col.getBlue();
		}

		if(IS_EQ(linatt, 0.0f) && quadatt > 0.0f) {
			att2 = quadatt;
			d = (1.0f/quadatt) * 2;
		}
		// linear light
		else if(IS_EQ(quadatt, 0.0f) && linatt > 0.0f) {
			att1 = linatt;
			d = (1.0f/linatt) * 2;
		} else if (IS_EQ(constatt, 1.0f)) {
			att1 = 1.0f;
		} else {
			// assuming point light (const att = 1.0);
			att1 = 1.0f;
		}
		
		d *= ( 1.0f / unit_converter.getLinearMeter());

		lamp->energy = e;
		lamp->dist = d;

		COLLADAFW::Light::LightType type = light->getLightType();
		switch(type) {
			case COLLADAFW::Light::AMBIENT_LIGHT:
				{
					lamp->type = LA_HEMI;
				}
				break;
			case COLLADAFW::Light::SPOT_LIGHT:
				{
					lamp->type = LA_SPOT;
					lamp->falloff_type = LA_FALLOFF_INVSQUARE;
					lamp->att1 = att1;
					lamp->att2 = att2;
					lamp->spotsize = light->getFallOffAngle().getValue();
					lamp->spotblend = light->getFallOffExponent().getValue();
				}
				break;
			case COLLADAFW::Light::DIRECTIONAL_LIGHT:
				{
					/* our sun is very strong, so pick a smaller energy level */
					lamp->type = LA_SUN;
					lamp->mode |= LA_NO_SPEC;
				}
				break;
			case COLLADAFW::Light::POINT_LIGHT:
				{
					lamp->type = LA_LOCAL;
					lamp->falloff_type = LA_FALLOFF_INVSQUARE;
					lamp->att1 = att1;
					lamp->att2 = att2;
				}
				break;
			case COLLADAFW::Light::UNDEFINED:
				{
					fprintf(stderr, "Current lamp type is not supported. \n");
					lamp->type = LA_LOCAL;
				}
				break;
		}
	}

	this->uid_lamp_map[light->getUniqueId()] = lamp;
	return true;
}

// this function is called only for animations that pass COLLADAFW::validate
bool DocumentImporter::writeAnimation( const COLLADAFW::Animation* anim ) 
{
	if(mImportStage!=General)
		return true;
		
	// return true;
	return anim_importer.write_animation(anim);
}

// called on post-process stage after writeVisualScenes
bool DocumentImporter::writeAnimationList( const COLLADAFW::AnimationList* animationList ) 
{
	if(mImportStage!=General)
		return true;
		
	// return true;
	return anim_importer.write_animation_list(animationList);
}

/** When this method is called, the writer must write the skin controller data.
	@return The writer should return true, if writing succeeded, false otherwise.*/
bool DocumentImporter::writeSkinControllerData( const COLLADAFW::SkinControllerData* skin ) 
{
	return armature_importer.write_skin_controller_data(skin);
}

// this is called on postprocess, before writeVisualScenes
bool DocumentImporter::writeController( const COLLADAFW::Controller* controller ) 
{
	if(mImportStage!=General)
		return true;
		
	return armature_importer.write_controller(controller);
}

bool DocumentImporter::writeFormulas( const COLLADAFW::Formulas* formulas )
{
	return true;
}

bool DocumentImporter::writeKinematicsScene( const COLLADAFW::KinematicsScene* kinematicsScene )
{
	return true;
}

ExtraTags* DocumentImporter::getExtraTags(const COLLADAFW::UniqueId &uid)
{
	if(uid_tags_map.find(uid.toAscii())==uid_tags_map.end()) {
		return NULL;
	}
	return uid_tags_map[uid.toAscii()];
}

bool DocumentImporter::addExtraTags( const COLLADAFW::UniqueId &uid, ExtraTags *extra_tags)
{
	uid_tags_map[uid.toAscii()] = extra_tags;
	return true;
}

